In a world largely unspoiled by the touch of mortals, there exist those that seek to maintain or tip the balance of natural order to their favor for whatever reason they may have. Those that pursue the path of the druid form intense bonds with the animals that call nature home and these animals help the druid find the beast within themselves. In their experiences and travels they find that they become heralds of and speakers for beings that straddle two planes, the prime material and the eternal twilight. Druids are capable of creating, destroying and/or nurturing the land on which she walks. She is a living herald of three worlds; she is a pagan, a creature that disavows organized religion and supports naturalism. Druids seek out life to experience what can naturally be provided for them, to understand why things work the way they do. They hold belief in the sentience and divinity of nature and the spirit world and disdain organization and rebuke the deities. It is the drive and motivation of druids to find what it is that defines them and their place in the grand scheme of things.
Druids are the emissaries of their adventuring party when threats of the wild would dare to try to slice them to ribbons. More than capable of dealing with wayward animals, the druid is a kindred spirit to their kind as well as to fey that inhabit tracts of wilderness that the fey love frolic in. Druids are capable of wielding the elemental powers that when combined is the sum of all prime material matter. As they gain experience, they become a creature that combines the aspects of animal and nature into one vessel of unvexed might and power, a cunning and patient opponent capable of striking at the most opportune moment to cause as much pain as they possibly can.
The Druid's class skills are Acrobatics
), Handle Animal
) and Swim
Skill Ranks Per Level:
6 + Int modifier
1|+0|+0|+0|+2|Feral Furor, Nature Sense, Orisons, Spell Energy, Totem Bond, Wild Empathy
2|+1|+0|+0|+3|Fey's Grace, Resist Death's Lure, Woodland Stride
3|+2|+1|+1|+3|Feral Furor, Trackless Step
5|+3|+1|+1|+4|Familiarity With Magic
9|+6/+1|+3|+3|+6|Control Over Weather & The Winds
11|+8/+3|+3|+3|+7|One With Nature
20|+15/+10/+5|+6|+6|+12|Soul of the Fey
Weapon & Armor Proficiency:
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with their totem spirit class feature (see below).
A 1st level druid must decide whether to gain proficiency with armor or not. Those that do are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood
spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood. Wearing prohibited armor or using a prohibited shield renders the druid unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Druids unproficient with armor gain an dodge bonus to their AC
equal to their Wisdom
modifier plus an additional +1 per 2 class levels (maximum +10 at 20th level). These druids have the option of switching out their venom immunity class feature for uncanny dodge (see below).
This bonus to AC
applies even against touch attacks or when the druid is flat-footed
. She loses this bonuses when she is immobilized or helpless, when she wears any armor or when she carries a medium or heavy load.
A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists
. Her alignment
may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.
To prepare or cast a spell, the druid must have a Wisdom
score equal to at least 10 + the spell level. The Difficulty Class for a saving throw
against a druid’s spell is 10 + the spell level + the druid’s Wisdom
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is shown on the table below. In addition, she receives bonus spells per day if she has a high Wisdom
score (see Table: Ability Modifiers and Bonus Spells
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
A druid can expend a spell or spell slot to spontaneously cast any summon nature’s ally spell of the same level or lower.
Chaotic, Evil, Good, and Lawful Spells:
A druid can’t cast spells of an alignment
opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Table: Druid Spells per Day
Feral Furor (Ex):
The druid chooses either her Fort or Ref save and gains a bonus to it equal to +2. At 5th level and every five class levels thereafter this bonus increases by +1 to a maximum of +6 at 20th level.
At 3rd level the druid gains a bonus on her other save (Fort or Ref, which either was not selected at 1st level) equal to +1. At 6th level and every six levels thereafter this bonus increases by an additional +1, to a maximum of +4 at 18th level.
Nature Sense (Ex):
The druid gains a bonus on Knowledge (Nature)
checks equal to +2. At 3rd level and every three class levels thereafter this bonus increases by an additional +1, to a maximum of +8 at 18th level.
In addition the druid has an instinctual bond to nature and due to this she uses her Wisdom
modifier instead of her Intelligence
modifier on all Knowledge (Nature)
All druids can utilize the most basic of all magical spells. Any 0th level spell is known as an orison. The druid can use and re-use orisons as often as she wishes, with almost no limit; each orison requires the druid to expend one point of spell energy. Druids know all Orisons automatically and never needs to meditate in order to peruse them.
The druid receives a pool of spell energy in which she uses to employ orisons and apply metamagic enhancements to her spells. The amount of spell energy she has is equal to her character level plus twice her caster level + her Wisdom modifier +2. As the druid increases in level so too does her spell energy pool using the aforementioned formula. Spell energy is recovered hourly at a rate equal to the Druids Wisdom modifier +1; sleep doubles the aforementioned rate but spell energy is only recovered for each full consecutive hour slept, being forcefully woken up before a full hour negates recovered spell energy for it.
As an example of the amount of Spell Energy a druid starts with, Oorwen is a 1st level character with her first level in the druid class and an 18 for her Wisdom score. As a first level character she gains 1 point of spell energy, as a 1st level druid her caster level is 1st granting her 2 points of spell energy and her Wisdom modifier grants her 4 pints of spell energy. We add all these up (1+2+4) and get 7, then we add +2 for a grand total of 9 points of spell energy; Oorwen starts the game with 9 points of Spell Energy. Oorwen recovers 5 points of Spell Energy per hour, 10 for each full hour slept.
For each additional level Oorwen takes in the druid class, she would gain +3 points of spell energy. If Oorwen multiclassed out of the druid class into a non-spellcasting class she would gain +1 spell energy per character level gained.
Totem Bond (Ex):
The druid selects one or more animals that represents her animalistic nature. The druid gains a pool of 4 hit dice at 1st level that she can use to assign one or more animals that she has a totem bond to (animals that have fractional hit dice are considered to have 1 hit die for the purpose of this class feature). For each level odd gained after the 1st (3rd, 6th, 9th, etc.), the druid can bond with more animals or replace the animals that she currently has a totem bond to; she adds one hit die to the pool of hit dice that she can assign animals to her totem bond. the druid has the option of saving up these pooled hit dice to 'purchase' a totem bond with an animal that she doesn't yet qualify for.
Whenever the druid encounters animals that she has a totem bond to, they are treated as having a starting attitude of friendly unless circumstances would dictate otherwise. In addition, the druid can communicate with animals that she is totem bonded to, as per the spell speak with animals
, at will.
Wild Empathy (Ex):
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy
check made to improve the attitude of a person (see Using Skills
). The druid rolls 1d20 and adds her class level and her Charisma
modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
When the druid uses Wild Empathy on an animal that she has selected as totem bonded to, she adds her Wisdom modifier to all other modifiers to determine the wild empathy check result.
Fey's Grace (Ex):
At 2nd level the druid gains a bonus on saving throws against the spell-like and supernatural abilities of fey equal to +2 with an additional +1 per three class levels. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.
In addition fey the druid encounters are treated as having a starting attitude of friendly assuming that both match at least on one of the good-evil or chaos-law axes.
Resist Death's Lure (Ex):
At 2nd level the druid gains a +4 bonus on saves vs. level drain and Death effects.
Woodland Stride (Ex):
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step (Ex):
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Otherworldly Stride (Su):
At 4th level the druid can pass between the planar barriers between the prime material plane and the eternal twilight by sacrificing a spell or spell slot. The druid can have a number of creatures accompany her equal to the level of the spell sacrificed +2. Returning to the material plane ends the effect and does not require the expenditure of a spell or spell slot; the druid simply wills it to happen and any creatures that accompanied the druid return with her unless they desire to stay behind.
Familiarity With Magic (Ex):
At 5th level the druid gains a +2 competence bonus to all saving throws against spells, spell-like and supernatural abilities (including magic items). Further, she gains a +2 competence bonus to Armor Class against spells requiring attack rolls. This bonus stacks with the bonuses from fey's grace and resist death's lure.
Venom Immunity (Ex):
At 6th level the druid gains immunity to all poisons.
Uncanny Dodge (Ex):
At 6th level a druid that is not proficient with armor can choose to replace the venom immunity class feature with this class feature. The druid reacts to danger before her senses would normally allow her to do so. She cannot be caught flat-footed
, nor does she lose her Dex bonus to AC
if the attacker is invisible
. She still loses her Dexterity
bonus to AC
if immobilized. A druid with this ability can still lose her Dexterity bonus to AC
if an opponent successfully uses the feint action (see Combat
) against her.
At 7th level the druid seeks out the companionship with animals to accompany her in her travels; she gains all animals she has selected as her totem bonds. If an animal the druid has selected as her totem bond is one that is incapable of physically accompanying her due to being a certain type or subtype that is ill suited to the type of terrain that the druid travels through, the druid instead gains the animal as a companion with a Creature of the Mist template (Complete Book of Eldritch Might, pages 191-192) and it is treated as effectively having 6 additional Hit Dice. The druid can dismiss the Creature of the Mist to gain a standard version of the animal as a companion when the druid travels through the type of terrain it is native to. Land based totem animals that accompany the druid into an aquatic environment gain the Amphibious template (D&D 3.5 Stormwrack, page 135-136) and are treated as effectively having two additional hit dice.
Totem Link (Ex):
At 8th level the druid gains an telepathic link with all animals that she has a totem bond to as well as her totem companions; the druid can communicate with these animals without the need to speak to them (treat animals the druid telepathically 'converses' with as if they have an Intelligence
score of 3) and the druid and all animals that she shares this link with are always aware of the state of health of everyone that shares this link (in this regard the class feature acts as if the spell status
, except the the duration is permanent with all linked totem companions).
If the druid has done a deed of compassion for a totem animal or its territory, it may consider the druid a friend and possibly defend her even if it means the animal may be confronting a danger that could lead to its death. If the druid leaves the native territory of an animal that she has done a service for, the link is severed and the druid must re-establish it through normal means when returning to the area. In addition the druid can handle her totem companions as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill.
Control Over The Weather & Winds (Su):
At 9th level the druid can expend one 5th level spell or spell slot to spontaneously cast Control Winds
as a supernatural ability. At 13th level can expend one 7th level spell or spell slot to spontaneously cast Control Weather
as a supernatural ability. The druid never needs to meditate in order to gain the use of these spells as a part of this class feature.
Cosmic Union (Su):
At 10th level the druid chooses an amount of spells equal to her Wisdom
modifier of spell levels that she is able to cast. The druid can spontaneously convert a prepared spell or unprepared spell slot into the desired spell and the use of them as a supernatural ability. The druid need not meditate to be able to cast these spells and the druid is free to change these chosen spells each time she gains a level.
One With Nature (Su):
At 11th level the druid is able to gain nourishment from the land itself. When the druid must rest, she may opt to take the form of a tree in a process that takes one full round to complete. While in this form the druid is completely aware of everything that she would have line of sight to and is considered to have 360 degree vision. The druid can at any time she wishes resume her humanoid form, but forgoes any healing that she might have otherwise gained. The druid can opt to use the tree like a magic jar
, as per the spell of the same name (her wizard caster level is equal to her druid caster level). As long as the tree is rooted for the standard duration of a night's sleep, the druid is healed and automatically reverts back to her humanoid shape unless she spends a full round to maintain rooted. A druid that remains rooted for a one full consecutive day is treated as having undergone bed rest for an entire day.
Fey Friend (Ex):
At 12th level whenever the druid encounters fey, its starting attitude is never worse than indifferent unless conditions would dictate otherwise. In addition, a fey will never target the druid to be the object of its attack or powers and will not willingly harm her unless the druid harms the fey first.
Totem Spirit (Su):
At 13th level the druids spirit changes to reflect that of the animals she has chosen as being totem bonded to; any animal that perceives her does so as if the druid is one of her chosen totem animals (her choice). In addition the druid can sacrifice a spell of any level to gain the benefit of the beast shape
spell of the same level to become one of her chosen totem animals; the only change to the effect is it is supernatural in nature and lasts for a number of hours equal to the druids class level, even if the druid re-assumes her natural form she can shift back to the totem form she chose when she activated this class feature and back and forth again at will until the duration of the effect expires. The druid can have as many totem forms active at any time as she pleases, but each totem form requires its own active beast shape effect.
A druid that takes the form of one of the animals she is totem bonded to loses the ability to speak in her humanoid voice and speak any languages that she knows. She does retain the ability to speak with animals of the totem type that she has assumed.
Feral Frenzy (Ex):
At 14th level the druid can gain a +4 bonus to one of the following ability scores a number of times per day equal to her Wisdom
modifier +1 as an immediate action; Strength
. At 16th and 18th level the bonus increases by a cumulative +2 and the druid gains one additional daily use of this ability. The bonus lasts for a number of rounds equal to druids class level.
Feral Fleetness (Ex):
At 15th and 17th level the druids base speed increases by +15 feet.
In addition once per day at 15th level the druid can gain a bonus to her base speed equal to her Dexterity
modifier (whichever is higher) x10 for a number of rounds equal to her class level. The druid can use this ability twice per day at 17th level. The druid can activate this ability as a free action.
Fey Step (Su):
At 19th level the druid can journey to the eternal twilight with as many companions as she desires without needing to expend a spell slot to do so.
Soul of the Fey (Su):
At 20th level the druid becomes immune to all spell-like and supernatural abilities of all fey. The druid can opt to drop and re-up this immunity as an immediate action at will unless under any of the aforementioned types of the effects. In addition if the druid doesn't have low-light vision she gains it, if she does have it the range at which she can see into dim areas increases (x2 becomes x3, x3 becomes x4, etc.). Finally, for all effects related to race, the druid gains the fey type and retains her base creature type.